I am trying to generate a frambuffer object and use stencil inside a native android application using the NDK (r5b). Target device is running froyo 2.2, supporting OpenGL ES 2.0.
So, I've been coding lots of gl code in my c++ native libs and havent got through any problem except for this. I just can't seems to make it work.
Here's a code snipplet for the framebuffer creation. Completness is all good, but screen remains completly black. It's like the fbo I am creating is not really bound to the gl surface that is created by the Java part of the app. The rest of my app code is all good, if I remove the fbo creation and binding, everything works perfectly fine except that I don't have the stencils working which I need for my app.
GLint backingWidth = 1024;
GLint backingHeight = 1024;
//Create the FrameBuffer and binds it
glGenFramebuffers(1, &_defaultFramebuffer);
checkGlError("glGenFramebuffers");
glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
checkGlError("glBindFramebuffer");
//Create the RenderBuffer for offscreen rendering // Color
glGenRenderbuffers(1, &_colorRenderbuffer);
checkGlError("glGenRenderbuffers color");
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderbuffer);
checkGlError("glBindRenderbuffer color");
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, backingWidth, backingHeight);
checkGlError("glRenderbufferStorage color");
//Create the RenderBuffer for offscreen rendering // Depth
glGenRenderbuffers(1, &_depthRenderbuffer);
checkGlError("glGenRenderbuffers depth");
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderbuffer);
checkGlError("glBindRenderbuffer depth");
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
checkGlError("glRenderbufferStorage depth");
//Create the RenderBuffer for offscreen rendering // Stencil
glGenRenderbuffers(1, &_stencilRenderbuffer);
checkGlError("glGenRenderbuffers stencil");
glBindRenderbuffer(GL_RENDERBUFFER, _stencilRenderbuffer);
checkGlError("glBindRenderbuffer stencil");
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, backingWidth, backingHeight);
checkGlError("glRenderbufferStorage stencil");
// bind renderbuffers to framebuffer object
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderbuffer);
checkGlError("glFramebufferRenderbuffer depth");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorRenderbuffer);
checkGlError("glFramebufferRenderbuffer color");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilRenderbuffer);
checkGlError("glFramebufferRenderbuffer stencil");
//Test for FrameBuffer completeness
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
checkGlError("glCheckFramebufferStatus");
switch (status)
{
case GL_FRAMEBUFFER_COMPLETE: LOGI("\n\n\nFLIPBOOM : FBO complete GL_FRAMEBUFFER_COMPLETE %x\n\n\n", status);break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: LOGI("\n\n\nFLIPBOOM : FBO GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT %x\n\n\n", status);break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: LOGI("\n\n\nFLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT %x\n\n\n", status);break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: LOGI("\n\n\nFLIPBOOM : FBO FRAMEBUFFER_INCOMPLETE_DIMENSIONS %x\n\n\n", status);break;
case GL_FRAMEBUFFER_UNSUPPORTED: LOGI("\n\n\nFLIPBOOM : FBO GL_FRAMEBUFFER_UNSUPPORTED %x\n\n\n", status);break;
default : LOGI("\n\n\nFLIPBOOM : failed to make complete framebuffer object %x\n\n\n", status);
}
I've also tried rendering to a 2D texture instead of the renderbuffer...didn't worked either.
So, Is there a way I can fix this ? Am I getting something wrong here ? If anyone has any ideas please lemme know....been spending way too much time looking up this problem...hehe ;)
Thanks in advance !
Cheers !
EDIT :
Ok, I've manage to make the stencil buffer work but the FBO are just not working. I think OpenGL ES 2.0 is not fully supported by android (using r5b here btw). I think method stubs are defined, but not fully implemented. Or the GlSurfaceView created doesn't link correctly with the FBOs.
As for the stencil buffer, I had to do
glEnable(GL_DEPTH_TEST);
and remove the usage of glDepthMask in order for them to work correctly.